local mType = Game.createMonsterType("Grandfather Tridian")
local monster = {}

monster.description = "Grandfather Tridian"
monster.experience = 1400
monster.outfit = {
	lookType = 193,
	lookHead = 0,
	lookBody = 0,
	lookLegs = 0,
	lookFeet = 0,
	lookAddons = 0,
	lookMount = 0
}

monster.health = 1800
monster.maxHealth = 1800
monster.race = "blood"
monster.corpse = 20391
monster.speed = 210
monster.manaCost = 0
monster.maxSummons = 2

monster.changeTarget = {
	interval = 4000,
	chance = 10
}

monster.strategiesTarget = {
	nearest = 70,
	health = 10,
	damage = 10,
	random = 10,
}

monster.flags = {
	summonable = false,
	attackable = true,
	hostile = true,
	convinceable = false,
	pushable = false,
	rewardBoss = true,
	illusionable = false,
	canPushItems = true,
	canPushCreatures = true,
	staticAttackChance = 50,
	targetDistance = 4,
	runHealth = 0,
	healthHidden = false,
	isBlockable = false,
	canWalkOnEnergy = false,
	canWalkOnFire = false,
	canWalkOnPoison = false,
	pet = false
}

monster.light = {
	level = 0,
	color = 0
}

monster.summons = {
	{name = "Crypt Shambler", chance = 10, interval = 2000},
	{name = "Ghost", chance = 10, interval = 2000}
}

monster.voices = {
	interval = 5000,
	chance = 10,
	{text = "I will bring peace to your misguided soul!", yell = false},
	{text = "Your intrusion can't be tolerated!", yell = false}
}

monster.loot = {
	{name = "gold coin", chance = 100000, maxCount = 80},
	{name = "jewelled backpack", chance = 100000},
	{name = "strong mana potion", chance = 5000},
	{name = "brown mushroom", chance = 5000, maxCount = 3}
}

monster.attacks = {
	{name ="melee", interval = 2000, chance = 100, minDamage = 0, maxDamage = -100, effect = CONST_ME_DRAWBLOOD},
	{name ="combat", interval = 2000, chance = 25, type = COMBAT_LIFEDRAIN, minDamage = -138, maxDamage = -362, range = 1, radius = 1, shootEffect = CONST_ANI_HOLY, effect = CONST_ME_HOLYAREA, target = true},
	{name ="combat", interval = 2000, chance = 15, type = COMBAT_LIFEDRAIN, minDamage = 0, maxDamage = -50, range = 1, radius = 1, effect = CONST_ME_MAGIC_RED, target = true}
}

monster.defenses = {
	defense = 25,
	armor = 25,
	{name ="combat", interval = 2000, chance = 25, type = COMBAT_HEALING, minDamage = 60, maxDamage = 90, effect = CONST_ME_MAGIC_BLUE, target = false},
	{name ="invisible", interval = 2000, chance = 15, effect = CONST_ME_YELLOW_RINGS}
}

monster.elements = {
	{type = COMBAT_PHYSICALDAMAGE, percent = 0},
	{type = COMBAT_ENERGYDAMAGE, percent = 80},
	{type = COMBAT_EARTHDAMAGE, percent = 100},
	{type = COMBAT_FIREDAMAGE, percent = 0},
	{type = COMBAT_LIFEDRAIN, percent = 100},
	{type = COMBAT_MANADRAIN, percent = 0},
	{type = COMBAT_DROWNDAMAGE, percent = 0},
	{type = COMBAT_ICEDAMAGE, percent = 50},
	{type = COMBAT_HOLYDAMAGE , percent = -1},
	{type = COMBAT_DEATHDAMAGE , percent = 100}
}

monster.immunities = {
	{type = "paralyze", condition = true},
	{type = "outfit", condition = false},
	{type = "invisible", condition = true},
	{type = "bleed", condition = false}
}

mType.onThink = function(monster, interval)
end

mType.onAppear = function(monster, creature)
	if monster:getType():isRewardBoss() then
		monster:setReward(true)
	end
end

mType.onDisappear = function(monster, creature)
end

mType.onMove = function(monster, creature, fromPosition, toPosition)
end

mType.onSay = function(monster, creature, type, message)
end

mType:register(monster)
